Boomerang: The boomerang is a curved wooden stick designed specifically for throwing. The boomerang returns at the end of a character's turn during which it is thrown. To catch a returning boomerang, the thrower must be in the square from which the boomerang was thrown, and must have at least one hand free (holding nothing). The thrower makes an attack roll using the attack bonus used to make the attack against AC 10. If successful, he catches the boomerang. Failure indicates that the boomerang falls to the ground nearby, using the grenade-like weapons diagram (page 138, PH) to determine the exact position.

In addition, since it is not designed for melee, you are treated as nonproficient with it and take a –4 penalty on attack rolls if you use a boomerang as a melee weapon.

Delmontes Technique: Piercing WhipYou are so skilled in using a whip, that you can find chinks in almost any armor and strike there with enough force to deal damage.Prerequisites: Exotic Weapon Proficiency (Whip), Weapon Finesse.Benefit: When using a whip, you can deal damage to opponents with up to +4 armor or +6 natural armor. Your damage with a whip is increased to 1d4 (1d3 for Small characters) and is lethal damage.Normal: Without this feat, you can't deal damage with a whip to opponents with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher.

Delmontes Technique: Advanced Piercing WhipYou have improved your skill with a whip, that you can find chinks in any armor and strike there with enough force to deal damage.Prerequisites: BAB +4, Delmontes Technique: Piercing Whip, Exotic Weapon Proficiency (Whip), Weapon Finesse.Benefit: When using a whip, you can deal damage to opponents regardless of armor or natural armor. Your damage with a whip is increased to 1d6 (1d4 for Small characters).

Delmontes Technique: Whip MasteryYou have perfected the Delmontes Technique of wielding a whip.Prerequisites: Delmontes Technique: Advanced Piercing Whip, Delmontes Technique: Piercing Whip, Exotic Weapon Proficiency (Whip), Weapon Finesse.Benefit: Your damage with a whip is increased to 1d8 (1d6 for Small characters).
When using a whip, you do not provoke an attack of opportunity when making an attack due to using a whip.
When using a whip, you threaten a distance of 10 feet.

The only daughter of Antonidas, Russna is the mists that shroud the dawn and twilight. She is the mystery that fogs legend and forbidden knowledge. She is the wisdom of long years, the ear that listens, the hand that writes. She tends Antonidas during his experiments, keeping things orderly for the elder god. Her voice is calm and quiet and any who listen to her are soothed. She often serves as a go between amongst the gods and all respect her careful neutrality.

Priests of Russna are devoted to many different aspects of study and communication. There is no small amount of debate within her temples about the origins of her holy symbol, though most agree that her portfolio and domains have evolved over the ages and the symbol, while still associated with the goddess, is a remnant of past times when she was thought to have been a tricksome, secretive goddess of mist and mystery. Many these days embrace the footprint icon as symbolic of the hunt for wisdom and a reminder to follow Russna's humble ways.

Temples to the goddess, in urban settings, are often found near or in libraries or within embassies. Those in the wild are often lonely towers occupied by wizened clerics and wizards who have cloistered themselves for some purpose of study or meditation. A rare mystery cult is devoted to a more primitive worship of the goddess as a guide through secret places and the bearer of souls to the afterlife.

Russna is rather plain, as goddesses go, though her mouth is well-shaped and her face expressive. Her eyes are often downcast, though she has a fierce stare when moved to rare demonstrations of anger. Those who have run afoul of the goddess often find themselves tongue-tied and confused. Those who have pleased her experience crystalline clarity of mind and tongue. Ancient images of the goddess depict her tall, bare-footed and wreathed in mist. More modern images depict her seated, with ink-stained fingers, downcast eyes and a slight mysterious smile.

New Domain: CommunicationDomain Power: Once per day you gain an enhancement bonus to equal to your cleric level to a single Bluff, Diplomacy, Forgery, Gather Information or Sense Motive check. Choose to add any of the following - Bluff, Forgery, Gather Information, Sense Motive or Speak Language - to your list of cleric class skills. Add Message to the list of Orisons.

CRAFT POINTS
To craft an item in between adventures, a character with the appropriate item creation feat (such as Craft Masterwork Items, Brew Potion, or Craft Staff; see below) can pay one-tenth the item's market price in craft points (minimum 1 point). He must also pay material costs equal to one-half the item's market price (this replaces the normal material cost for crafting an item). For a magic item the character must also pay the normal experience point cost for crafting the item. Once the character declares that he is spending these craft points and gold pieces (and experience points, for a magic item), the items is automatically completed one day later (typically the next morning).

Though this makes it appear as if the item was created "instantly," the assumption is that the character has actually been working on it for a while, but only now got around to finishing it. The system simply assumes that characters are always working on various projects in their spare time, even while gathered around the campfire after battling goblins on their latest adventure. Thus, when the time comes, they simply spend the requisite gold and craft points, and the item is "finished" one day later.

To spend Craft points toward the creation of an alchemical, masterwork, or magic item, you must have the requisite Craft feat (such as Craft Masterwork Item for creating a masterwork chain shirt) or assist someone who does (see Assisting, below). Crafting nonmasterwork armor and weapons or simple items-tools, chests, saddles, and the like-doesn't require a Craft feat. Anyone who helps with the creation of such an item can contribute craft points at the normal rate.

For nonmagical items, you must make a successful Craft check (using the DCs given in the System Reference Document) to complete the item. For a masterwork item, use the DC of the item or of the masterwork component, whichever is higher. A failed check means you waste one-half of the gold pieces and craft points required for the item, but you may try again as soon as the next day if you still have enough gold pieces and craft points to complete the item. Magic items require no skill check to complete. These skill checks must be rolled using a secure method, on the enworld server.

To roll a craft check, you use the vb tags [ dice=1 ] 20 [ /dice ] without the spaces around the brackets. This rolls one twenty sided die, and stores the result in the post on the server (where it cannot be changed). This way, the dice rolls are secure, and public.

ASSISTING
In addition to the primary crafter-who must have the appropriate Craft feat-up to three assistants can contribute craft points to the creation of the item.

Assistants who have the appropriate Craft feat contribute craft points at full normal value. For untrained assistants (those who don't have the appropriate Craft feat), each craft point contributed counts as 1/2 point of assistance.

The primary creator must contribute at least half of the craft points required to create an item.

It doesn't matter who contributes the gold piece cost that goes towards creating the itme. Only the primary creator can contribute experience points toward the creaton of a magic item.

GAINING CRAFT POINTS
A 1st-level character has 100 craft points. With each class level gained, he gains a number of craft points equal to his new levelx100. A 2nd level character can have as many as 300 craft points, and so forth, all the way up to 20th-level character, who would have a total of 21,000 craft points (assuming he never spent any).

Creatures with Intelligence of 3 or higher have craft points a character whose level equals their class levels + Hit Dice. A mind flayer (8 HD), for instance, has the craft points of an 8th-level character. If that mind flayer gained a class level, it would gain an additional 900 craft points-despite being at least reasonably intelligent, a griffon or pegasus is unlike to be in a position to craft an item or assist another character in crafting an item. The DM must use his best judgement when determing whether a character can use its craft points.

Creatures with Intelligence of 2 or lower (or without an Intelligence score) never gain craft points.

Familiars or special mounts never gain craft points, regardless of their Intelligence or Hit Dice.

ITEM CREATION FEATS
Each time you gain an item creation feat, you gain additional craft points as noted on the table below. You dont' have to spend these craft points on items appropriate to the feat-you can spend them on any item. For example, Craft Masterwork Weapon grants a bonus of 100 craft points, which you can use to craft weapons, armor, potions, or any other item.

In addition to the item creation feats found in the System Reference Document, this variant includes a number of feats dedicated to the creation of nonmagic items. The table below gives appropriate new prerequisites for all item creation feats, including those in the System Reference Document.

Craft Masterwork Item [Item Creation]
You are trained in the creation of masterwork and alchemical items.Prerequisite: None.Benefit: You gain 100 craft points. You can make masterwork versions of any non-weapon, non-armor item (ie, thieves' tools, etc), so long as you meet any prerequisites of the item being created. In addition, certain skills provide additional benefits.
If you have 4+ranks in Craft (alchemy), you may spend your craft points to create alchemical items or substances at a rate of 1 craft point per 10 gp of market value of the finished item (minimum 1).
If you have 6+ ranks in Craft (armorsmithing), you may spend your craft points to build masterwork armors or shields at a rate of 1 craft point per 10 gp of market value of the finished item (minimum 1).
If you have 6+ ranks in Craft (bowmaking), you may spend your craft points to build masterwork ranged weapons or ammunition at a rate of 1 craft point per 10 gp of market value of the finished item (minimum 1).
If you have 6+ ranks in Craft (weaponsmithing), you may spend your craft points to build masterwork melee or thrown weapons at a rate of 1 craft point per 10 gp of market value of the finished item (minimum 1).

Normal: Characters without this feat can only craft nonmasterwork items.

Talented Crafter [General]
You have an extraordinary talent for item creation.Prerequisites: Any item creation feat.Benefits: You gain 500 craft points, which may be used to craft items of any kind.Special: You may select this feat multiple times. Each time you select it, you gain an additional 500 craft points.
A wizard may select this feat as one of her bonus feats gained at every 5th level.

The bleak deserts of the wastelands and the burning mountains of the south meet in between the dark and lifeless lands surrounding the negative energy tower of the South Pole. Between the sandstone and the igneous rocks, the undead rise without ever being called. Occasionally, the nomads of the deserts and the windswept plains venture into these lands to search for lost treasures and to hide after raiding settlements and farms. More than one tribe has been completely wiped out by the darkness enveloping that land, sometimes forgotten for ages.

True worshippers of Seto believe that his origins are founded in a similar loss. Seto is believed to have been the last of the most vicious and unforgiving desert tribes, called The Raven's Children. They were hunted to extinction by the thieves’ guild out of Ignussus, known as the Curved Blade of Arcton, for damaging the infrastructure upon which the guild was dependant. Slowly being killed off, the peoples of the Raven's Children were forced further and further towards the bleak desolation of the south pole. They fought a gorilla war that they could never truly win, and slowly their people were forced into slavery or murdered by the Curved Blade of Arcton.

Seto was believed to be a young boy, forced into the lands of the undead by those that hunted his family. Stories say that he came of age when he was trapped in the shadows of the tainted grounds, where he learned the ebb and flow of darkness. Hiding from both the bounty hunters and the undead, he grew into a grim visage of a man, taking the appearance of something that can only be likened unto a necrotic experiment. His diet of corpses and the lack of sunlight turned his skin white, then a sickly pale blue, and he became like a skeleton only draped in flesh. The only truly human appearance that he retained was that of his glimmering long black hair that was part of the namesake of his former tribe.

When the time came, Seto set out to forage across the deserts and reclaim his former hunting grounds. He stalked the most cunning prey he could find, the assassins, thieves, and bounty hunters of the Curved Blades of Arcton. He worked his way closer and closer to the Sultan, the "Desert Snake King" who commanded the law and the crime of Ignussus. The objective of his spiteful affection, the guilds master, learned the true bitterness of fear. His men at arms were killed one by one in order to give the Sultan a tinge of the hate that Seto hungered on with. None of the defenses that the title of Sultan afforded the guild master was enough to quell revenge.

Once the execution was finally finished, Seto fled the deserts and returned to the dreary place of his childhood. Despite its auspices, it had in fact become his home and even felt as though it was his teacher. Seto lived, almost completely unthreatened, for many unlit nights before he would be disturbed again.

One dreary evening a woman named Mercurias, daughter of the former Desert Snake King, came to his den in the Corpsewoods seeking both revenge and a mentor in the dark arts. She saw some form of twisted beauty in the hate that was embedded in Seto's form, and she wished to gain the same power so that one day she might be able to have vengeance. In this way, Mercurias is famed as the first high priestess of the church of Seto, and the first to lead the Raven's Scythe Assassins. In time, it is believed that Seto passed on, or at least passed on to something far greater in power and scope than his mortal body could handle. A strong sect of the cult even believes that Mercurias had her revenge, and in turn each new priest and priestess is recruited in the hopes that one day they will kill their master and bring even greater strength to themselves and their god. This is why each priest recruits the strongest and most talented students they can find by destroying their families, friends, and lives. Each generation is intended to be stronger than the last, and in turn to strengthen their mentors in death.

The Raven's Scythe split from the Cult of Seto at some point in the past. The most common theory is that the two groups became disjoined when the high priest took two pupils, and each took a part in their master's murder. The Raven's Scythe is the assassin's guild, and while smaller in number, they are more renowned and feared due to their strength and directness in action. The Raven's Scythe are the attested enemies of the Curved Blades of Arcton. They are dedicated to the slaying of the Curved Blades, who control most of the Fire Mountain Range and especially the city of Ignussus.

The Cult of Seto is made up of Clerics who worship Seto as a god. They follow in his ways, and are masters of controlling darkness and channeling negative energy. They favor the weapons believed to have been used by Seto on his quest for vengeance, and they make use of these tools in all of their rituals. They are also considered the most pious and vicious cult in the southern hemisphere, gleaning new members from the survivors of the families they murder. Though their numbers do not purport to include many Necromancers, they are not entirely without the calling of the undead. The undead that the Cult of Seto are commonly associated with are shadows and wights.

Armor Of Darkness
Abjuration [Darkness]Level: Darkness 4 Components: V, S , D FCasting Time: 1 actionRange: TouchTarget: Creature touchedDuration: 10 minutes/levelSaving Throw: Will negates (harmless)Spell Resistance: Yes (harmless)
The spell envelops the warded creature in a shroud of shadows. The shroud can, if the caster desires, conceal the wearer’s features. In any case, it grants the recipient a +3 deflection bonus to Armor Class plus an additional +1 for every four caster levels (maximum bonus +8). The subject can see through the armor as if it did not exist and is also afforded darkvision with a range of 60 feet. Finally, the subject gains a +2 bonus on saving throws against any holy, good, or light spells or effects. Undead creatures that are subjects of armor of darkness also gain +4 turn resistance.

Blacklight
Evocation [Darkness]Level: Darkness 3, Sor/Wiz 3Components: V, S , MCasting Time: 1 actionRange: Close (25 ft. + 5 ft./2 levels)Area: A 20-ft.-radius emanation centered on a creature, object, or point in spaceDuration: 1 round/level (D)Saving Throw: Will negates or none (object)Spell Resistance: Yes or no (object)
The caster creates an area of total darkness. The darkness is impenetrable to normal vision and darkvision, but the caster can see normally within the blacklit area. Creatures outside the spell’s area, even the caster, cannot see through it.
The spell can be cast on a point in space, but the effect is stationary cast on a mobile object. A character can cast the spell on a creature, and the effect then radiates from the creature and moves as it moves. Unattended objects and points in space do not get saving throws or benefit from spell resistance.
Blacklight counters or dispels any light spell of equal or lower level. The 3rd-level cleric spell daylight counters or dispels blacklight.

Footnotes: Domain and Spells are from the SRD and Complete Divine.
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A shortscythe is a small curved blade affixed to a one-handed grip similar to a kukri, however, it is curved much further at first and then the blade straightens out into a sharp point. Both sides of the blade are sharp, with the interior blade commonly being serrated like a saw blade.

The Halfscythe has a handle the same length as one on a longsword, but with no form of guard between the haft and the blade. The blade of a halfscythe is curved like a scythe and double edged, with the interior blade often being designed with serrated edges.

Footnotes: Mechanically, these are the same as a light and heavy pick, but are 50% more expensive, 33% lighter, and deal piercing or slashing damage like a Scythe.

Brightstrikers are the favored of Hyrag, his enforcers among the mortal races of Orussus. They embody his hatred for undead, dispensing his martial will whenever and wherever they are found.

Hit die: d8

Requirements
to qualify to become a Brightstriker, a character must fulfill all the following criteria.
Alignment: any good
Diety: Hyrag
Base Attack Bonus: +4
Skills: Knowledge (religion) 8 ranks
Feats: Weapon Focus (heavy mace)
Special: Able to turn undead
Special: Death Taint. The character must have lost at least one level or had at least one ability score drained due to an undead attack, even if this loss is later offset by magic.

Detect Undead (Sp): At will, a Brightstriker can utilize detect undead as a spell-like ability.

Lifetouch (Su): Starting at 2nd level, Brightstrikers can, once per day, make a touch attack that channels positive energy into the target, inflicting 3d6 + 1/level damage to undead, or healing 3d6 +1/level points of damage to a living target. This increases to 2/day at 4th level, 3/day at 7th level, and 4/day at 9th level.

Smite Undead (Su): Once per day, a Brightstriker of 6th level or higher can attempt to smite undead with one normal melee attack. He adds his Wisdom modifier (if possible) to his attack roll and deals 1 extra point of damage per level. For example, and 8th-level Brightstriker armed with a heavy mace would deal 1d8+8 points of damage, plus any additional bonuses for Strength and magical effects that normally apply. If a Brightstriker accidentally smites a creature that is not undead, the smite has no effect but it is still used up for that day. Note: A paladin/Brightstriker can both smite evil and smite undead in the same day, potentially against the same target (if it's an evil undead).

Lifeflare (Su): At the cost of two normal turning attempts, a Brightstriker of at least 8th level can use a standard action to create a positive energy burst that deals 1d6 points of damage per class level to all undead creatures in a 20' radius. Undead are allowed a Reflex save (DC 10 + the striker's class level + the striker's Cha modifier) for half damage.

Lifeshield (Su): at 10th level, Brightstrikers can no longer lose levels due to energy drain effects (although death still results in level loss, as do other level or experience draining effects).

The Wanderlust Inn appears as a simple gypsy's wagon, always painted brightly in a rainbow of clashing colors. Two large draft horses are always tethered to the outside of the wagon, cropping whatever vegetation happens to be nearby, though the actual yokes of the wagon are forever empty. A small stove pipe on the wagon's roof is always trailing a thin wisp of smoke. Above the door at the rear of the wagon hangs a sign depicting the silhouettes of a young girl and a dog walking into the welcoming arms of a large, pot-bellied man.

Inside the wagon, however, is an entire homey inn. A large tap room never has a lack of seating, no matter how many patrons enter, and immense quantities of food and droink are always on hand. The guest rooms are exceedingly comfortable and cozy without being lavish, and there are always vacancies regardless of the number of guests staying the night.

In the entryway, next to the cloakroom (which always has enough hangers for everyone's cloak, cape, jacket or hat), there are two large notice boards. One is a public board made available to anyone who wishes to solicit adventurers for empoyment or employees, and the second always carries a list of the Inn's itinerary of destinations.

On occasion, the Inn will change its location. When it does so, it is never seen to move, it simply vanishes with the evening mists, reappearing elsewhere with the morning dew. Where the Inn is, it seems to have there as long as anyone can remember, and where ever it had been, it seems to have never been there at all.

Enworldian DemigoddessSymbol: A white crescent moon on a field of black or silver. Moonflower on a field of black.Home Plane: Varies.Alignment: Neutral.Portfolio: The enchanting power of moonlight, love and lovers, secrets and the night.Worshippers: Lovers, Bards, Lovelorn.Cleric Alignments: Any neutral.Domains: Protection, Trickery, Knowledge, Charm.Favored Weapon: None (unarmed strike).

Ulura is one of the Seven Sisters.

The daughter of Hyrag, Ulura is the moonlight that falls upon lovers' trysts, the darkness that envelops them. She is the twist in your stomach, the power of sweeping emotion and the enduring flame of passion. She knows the secret paths that lead one love to another and requires that her priests help lovers whose hearts are true find these paths. She takes special interest in selfless, unrequited love, looking after these oft spurned or unkindly treated lovers.

Her clerics may be of any neutral alignment, though their focus tends to change with their alignments. Good clerics nurture and guide lovers, urging them to faithfulness and union. Chaotic clerics embrace the passion of the goddess with little regard for consequence. Lawful clerics are the keepers of marriage rites and rituals and the aspect of Ulura that they represent is invoked in marriage ceremonies throughout Enworld. Evil clerics embrace the wreckage of love, the bereavement, madness and vengefulness.

Temples to the goddess vary widely, from formal temples that house Ulura's eternal flame to banquet halls and quiet cloistered gardens. A sect of chaotic priests have maintained holy brothels for decades, some say centuries. The appropriateness of such establishments is a topic of much interest within (and without) the worship of the goddess.

Ulura is said to be so lovely that all who see her are instantly smitten. The goddess, to protect her followers and others from her enchanting visage, wears long diaphanous robes that, largely, conceal her form and face. Even her eyes are entirely covered. Some legends and myths say that she is blind and attribute this to her rule over the darkness of night, but if Ulura is blind, it does not impair her in any way.

CHARM DOMAIN
Granted Power: The character can boost his or her Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.

Taurusk is an ancient bull-headed god of strength and blood. His prominent early worshippers were the strongest, most ruthless warriors and warlords. They swept across the land crushing all in their path. Taurusk's power grew. Those who did not kneel before him were destroyed for their insolence. Those who did kneel before him were destroyed for their weakness. Taurusk made four of his chosen warlords into demigods - The Riders. With these divine minions he brought war to the whole of Enworld. That is, until they reached the mountain home of the Shural-Kazi's goblins. There, Taurusk himself entered battle. In the end, and few know the whole tale, Taurusk was imprisoned in an endless, shifting labyrinth created by Shural-Kazi. The Riders circled the plane for a thousand years before returning to Enworld. One of them always stands guard at the Labyrinth awaiting the Taurusk's emergence. The Riders are responsible for providing blood to Taurusk, usually in the form of seven male and seven female virgins each year. Taurusk watches and interacts with the outside world through a well at the center of the Labyrinth. The Well of Tears was born with the Labyrinth. Legend holds that when the tears of sacrifices to Taurusk fill the Well and the Labyrinth to overflowing Taurusk will be freed. Other legends state that only Shural-Kazi holds the key to Taurusk's release. Worship of Taurusk has been on the rise for some time and as more sacrifices are made in his name the Well of Tears grows and his ability to touch the mortal world increases.

Temples to Taurusk are varied, but all have some aspect of the labyrinth - twisting natural caverns, elaborate stone buildings with winding stone corridors, stepping stones set into the earth or even a sinuous path painted on the ground. At the center of each is a representation of the Well of Tears. Over this well, ritual sacrifices are made. The sacrifices are frequently tortured, so that the tears of the sacrifice, as well as the blood, may be offered to Taurusk. Clerics of Taurusk are savage, brutal and universally feared. They can be rash berserkers or cunning tacticians, but all live to shed blood in the name of Taurusk.

Taurusk appears as a colossal minotaur with four horns and four great, twisting tusks. His pelt is black and his eyes gold. He wears full-plate soaked in the blood of his victims. He ferociously wields a club hacked from the right tusk of the Enworphant and roars with laughter at the sound of breaking bone and the smell of blood. Taurusk can no longer appear to his followers in anything more than visions, but his laughter is often heard when armies clash.

The Four Riders:
The Four Riders are Taurusk's domains given flesh. All were, at one time, mortals, who through their acts of atrocity were given divine status by Taurusk. It is possible for a mortal to kill and replace one of The Four, but Taurusk himself, since being trapped, can no longer "reappoint" them. Only three times has a mortal sought out and slain one of the Four. Behrahl is the third to ride as War. Domrusk is the second to ride as Destruction. The Riders carry the supplications of the faithful to Taurusk and return Taurusk's judgements in the form of spells or, commonly, more dire missives. As couriers of Taurusk's power, misguided worship of the Riders is on the rise. The Riders are slavishly devoted to Taurusk, but this may change as their power grows.

All of The Four Riders appear as bloodless, black-cloaked versions of their mortal visages mounted on huge Nightmares.

Angheth(Strength): The first of the Riders, Angheth, The Boar, is the most independant of the Riders. He is often found alone in the mountains hefting boulders as he looks for hidden ways into or out of the Labyrinth. Giants are partial to Angheth. He rides Ash-kintaka.

Sangindr(Blood): Taurusk's favorite, Sangindr, The Stirge, is the most cruel of the Four. He is often worshipped or invoked by Vampires and other blood-drinkers. Sangindr was an elf in life whose thirst for vengeance against the Orcs who threatened his homeland grew out of control. It is his duty to bring the blood of the sacrifices to Taurusk. He rides Ash-beraya.

Behrahl(War): Behrahl, the Griffon, is the most fearsome combatant of The Four. He is proficient with all weapons including exotic weapons and unarmed attacks. He often disguises himself as the captain of a mercenary company, attacking border forts and villages in the name of that nation's enemies. He was a human mercenary in life and continues in that role. He is the third person to ride as War - Behrahl defeated his predecessor, Ilyanra, in battle and dragged her dead, decapitated body through the ranks of the defeated. He rides Ash-sufira.

Domrusk(Destuction): Domrusk, The Tempest, is the most unruly of the Riders, though he rarely rides alone, content to follow the others riders wreaking havoc in their bloody wakes. Domrusk was a mage in life whose sole joy was using his gift to destroy. He defeated his predecessor by the working of devastating magics, but he nearly destroyed Destruction's mount and the associated demigodhood. He rides Ash-regara, though Ash-regara suffers it with ill grace.

Blood Domain:Granted Ability: Once per day, you can heal wounds by drinking the blood shed by a recently slain creature. This blood must be fresh, with no more than an hour having passed since the source died. The blood can be called from any body within 20 feet with a clear line of sight, moving around any obstruction. After drinking one pint of this blood as a full-round action, the cleric converts 1d4 points of lethal damage to non-lethal damage per level.

Level: Blood 6Components: V, S, DFCasting Time: 10 minutesRange: 10 ft.Target: The blood of one creatureDuration: 1 min./levelSaving Throw: Will negates; see textSpell Resistance: No
You grant the ability of speech to a puddle of blood from a single creature, allowing it to answer several questions that you put to it. You may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The blood’s knowledge is limited to what the creature knew up to the moment of bloodshed, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive. If the creature’s alignment was different from yours, the blood gets a Will save to resist the spell.

If the blood has been subject to Blood Tell spell within the past week, the new spell fails. You can cast this spell on blood that has been spilled for any amount of time, though there must be enough to create a puddle. Long-dried blood or small puddles may give partial answers or partially correct answers.

This spell does not let you actually speak to the creature. It instead draws on the imprinted knowledge stored in the blood. The wakened blood retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had when the blood was shed. Blood cannot learn new information.

Divine Focus: The cleric's divine focus must touch the blood to be questioned.